Waaaaagh
I lost all my rep and my title being a jerk
- Reaction score
- 70
Yeah - I'm just wondering what I should do for this vampire hero...
As it stands, I want him to have 5 abilities (2 regular, 1 passive, 1 ultimate (passive/active), and one super-ultimate (passive/active)). All the spells would be generally complex, not in the sense of, "OMG, WTF HAX. Wat do it dooO?", but rather that it has different uses/requires skill to use, rather than the ability to click an icon and then a unit (doing so at a specific time, or to allow a chain to other spells, however, is cool with me).I have some ideas, but I'm not sure how I want to implement them; they could be passives, single casts, auto-casts, etc.
Idea: An attack that the Vampire has which gives a percent chance to make his victim bleed for 2 seconds. If he attacks, and the victim is bleeding, he gains does X damage, and steals it, and gains Y% move and attack speed for 2 seconds.
It could be an auto-cast, passive, or reworked into a single target spell:
The vampire races after his target, striking swiftly and giving an X percent chance to bleed the victim for 2 seconds with every swipe. If the target is bleeding, he deals Y extra damage, and steals it as health.
But I don't really like that, as it then becomes more of a "WTF, you're running? I'll chase you down and eat you! Cause I move really fast!" rather than a "You chose to come near me. You deserve to die." See, the spell provides a mechanic - Stay Away (especially weak spellcasters). The vampire is slow normally, but in melee combat, can chase you to the ends of the Earth, and then eat you. That's the sort of thing I want to do with these spells, is define a mechanic, rather than giving each hero a nuke, a shield, an AoE, etc.
Things I would rather not have involved in the spells: Loss of life (for the vampire), bones (I have a hero planned for this), or decay (another hero).
Any ideas?
As it stands, I want him to have 5 abilities (2 regular, 1 passive, 1 ultimate (passive/active), and one super-ultimate (passive/active)). All the spells would be generally complex, not in the sense of, "OMG, WTF HAX. Wat do it dooO?", but rather that it has different uses/requires skill to use, rather than the ability to click an icon and then a unit (doing so at a specific time, or to allow a chain to other spells, however, is cool with me).I have some ideas, but I'm not sure how I want to implement them; they could be passives, single casts, auto-casts, etc.
Idea: An attack that the Vampire has which gives a percent chance to make his victim bleed for 2 seconds. If he attacks, and the victim is bleeding, he gains does X damage, and steals it, and gains Y% move and attack speed for 2 seconds.
It could be an auto-cast, passive, or reworked into a single target spell:
The vampire races after his target, striking swiftly and giving an X percent chance to bleed the victim for 2 seconds with every swipe. If the target is bleeding, he deals Y extra damage, and steals it as health.
But I don't really like that, as it then becomes more of a "WTF, you're running? I'll chase you down and eat you! Cause I move really fast!" rather than a "You chose to come near me. You deserve to die." See, the spell provides a mechanic - Stay Away (especially weak spellcasters). The vampire is slow normally, but in melee combat, can chase you to the ends of the Earth, and then eat you. That's the sort of thing I want to do with these spells, is define a mechanic, rather than giving each hero a nuke, a shield, an AoE, etc.
Things I would rather not have involved in the spells: Loss of life (for the vampire), bones (I have a hero planned for this), or decay (another hero).
Any ideas?